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  • Reading from a staging 2D texture array in DirectX10

    - by Don Reba
    I have a DX10 program, where I create an array of 3 16x16 textures, then map, read, and unmap each subresource in turn. I use a single mip level, set resource usage to staging and CPU access to read. Now, here is the problem: Subresource 0 contains 1024 bytes, pitch 64, as expected. Subresource 1 contains 512 bytes, pitch 64. Subresource 2 contains 256 bytes, pitch 64. I expect all three to be the same size. Debugging output is enabled, but not reporting any warnings or errors. Am I missing something, or might this be some sort of driver issue? Here is the code. The language is Nemerle, but C# and C++ would look almost the same. I have looked through the generated code, and am fairly confident the problem is not language-related. def cpuTexture = Texture2D ( device , Texture2DDescription() <- { Width = 16; Height = 16; MipLevels = 1; ArraySize = 3; Format = Format.R32_Float; Usage = ResourceUsage.Staging; CpuAccessFlags = CpuAccessFlags.Read; SampleDescription = SampleDescription(count = 1, quality = 0); } ); foreach (subresource in [0 .. 2]) { def data = cpuTexture.Map(subresource, MapMode.Read, MapFlags.None); Console.WriteLine($"subresource $subresource"); Console.WriteLine($"length = $(data.Data.Length)"); Console.WriteLine($"pitch = $(data.Pitch)"); cpuTexture.Unmap(subresource); }

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  • TakeWhile and SkipWhile method in LINQ

    - by vik20000in
     In my last post I talked about how to use the take and the Skip keyword to filter out the number of records that we are fetching. But there is only problem with the take and skip statement. The problem lies in the dependency where by the number of records to be fetched has to be passed to it. Many a times the number of records to be fetched is also based on the query itself. For example if we want to continue fetching records till a certain condition is met on the record set. Let’s say we want to fetch records from the array of number till we get 7. For this kind of query LINQ has exposed the TakeWhile Method.     int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 };     var firstNumbersLessThan6 = numbers.TakeWhile(n => n < 7);   In the same way we can also use the SkipWhile statement. The skip while statement will skip all the records that do not match certain condition provided. In the example below we are skiping all those number which are not divisible by 3. Remember we could have done this with where clause also, but SkipWhile method can be useful in many other situation and hence the example and the keyword.     int[] numbers = { 5, 4, 1, 3, 9, 8, 6, 7, 2, 0 };     var allButFirst3Numbers = numbers.SkipWhile(n => n % 3 != 0); Vikram

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  • SQL SERVER – Weekly Series – Memory Lane – #003

    - by pinaldave
    Here is the list of curetted articles of SQLAuthority.com across all these years. Instead of just listing all the articles I have selected a few of my most favorite articles and have listed them here with additional notes below it. Let me know which one of the following is your favorite article from memory lane. 2006 This was the first year of my blogging and lots of new things I was learning as I go. I was indeed an infant in blogging a few years ago. However, as time passed by I have learned a lot. This year was year of experiments and new learning. 2007 Working as a full time DBA I often encoutered various errors and I started to learn how to avoid those error and document the same. ERROR Msg 5174 Each file size must be greater than or equal to 512 KB Whenever I see this error I wonder why someone is trying to attempt a database which is extremely small. Anyway, it does not matter what I think I keep on seeing this error often in industries. Anyway the solution of the error is equally interesting – just created larger database. Dilbert Humor This was very first encounter with database humor and I started to love it. It does not matter how many time we read this cartoon it does not get old. Generate Script with Data from Database – Database Publishing Wizard Generating schema script with data is one of the most frequently performed tasks among SQL Server Data Professionals. There are many ways to do the same. In the above article I demonstrated that how we can use the Database Publishing Wizard to accomplish the same. It was new to me at that time but I have not seen much of the adoption of the same still in the industry. Here is one of my videos where I demonstrate how we can generate data with schema. 2008 Delete Backup History – Cleanup Backup History Deleting backup history is important too but should be done carefully. If this is not carried out at regular interval there is good chance that MSDB will be filled up with all the old history. Every organization is different. Some would like to keep the history for 30 days and some for a year but there should be some limit. One should regularly archive the database backup history. South Asia MVP Open Days 2008 This was my very first year Microsoft MVP. I had Indeed big blast at the event and the fun was incredible. After this event I have attended many different MVP events but the fun and learning this particular event presented was amazing and just like me many others are not able to forget the same. Here are other links related to the event: South Asia MVP Open Day 2008 – Goa South Asia MVP Open Day 2008 – Goa – Day 1 South Asia MVP Open Day 2008 – Goa – Day 2 South Asia MVP Open Day 2008 – Goa – Day 3 2009 Enable or Disable Constraint  This is very simple script but I personally keep on forgetting it so I had blogged it. Till today, I keep on referencing this again and again as sometime a very little thing is hard to remember. Policy Based Management – Create, Evaluate and Fix Policies This article will cover the most spectacular feature of SQL 2008 – Policy-based management and how the configuration of SQL Server with policy-based management architecture can make a powerful difference. Policy based management is loaded with several advantages. It can help you implement various policies for reliable configuration of the system. It also provides additional administrative assistance to DBAs and helps them effortlessly manage various tasks of SQL Server across the enterprise. SQLPASS 2009 – My Very First SQPASS Experience Just Brilliant! I never had an experience such a thing in my life. SQL SQL and SQL – all around SQL! I am listing my own reasons here in order of importance to me. Networking with SQL fellows and experts Putting face to the name or avatar Learning and improving my SQL skills Understanding the structure of the largest SQL Server Professional Association Attending my favorite training sessions Since last time I have never missed a single time this event. This event is my favorite event and something keeps me going. Here are additional post related SQLPASS 2009. SQL PASS Summit, Seattle 2009 – Day 1 SQL PASS Summit, Seattle 2009 – Day 2 SQL PASS Summit, Seattle 2009 – Day 3 SQL PASS Summit, Seattle 2009 – Day 4 2010 Get All the Information of Database using sys.databases Even though we believe that we know everything about our database, we do not know a lot of things about our database. This little script enables us to know so many details about databases which we may not be familiar with. Run this on your server today and see how much you know your database. Reducing CXPACKET Wait Stats for High Transactional Database While engaging in a performance tuning consultation for a client, a situation occurred where they were facing a lot of CXPACKET Waits Stats. The client asked me if I could help them reduce this huge number of wait stats. I usually receive this kind of request from other client as well, but the important thing to understand is whether this question has any merits or benefits, or not. I discusses the same in this article – a bit long but insightful for sure. Error related to Database in Use There are so many database management operations in SQL Server which requires exclusive access to the database and it is not always possible to get it. When any database is online in SQL Server it either applications or system thread often accesses them. This means database can’t have exclusive access and the operations which required this access throws an error. There is very easy method to overcome this minor issue – a single line script can give you exclusive access to the database. Difference between DATETIME and DATETIME2 Developers have found the root reason of the problem when dealing with Date Functions – when data time values are converted (implicit or explicit) between different data types, which would lose some precision, so the result cannot match each other as expected. In this blog post I go over very interesting details and difference between DATETIME and DATETIME2 History of SQL Server Database Encryption I recently met Michael Coles and Rodeney Landrum the author of one of the kind book Expert SQL Server 2008 Encryption at SQLPASS in Seattle. During the conversation we ended up how Microsoft is evolving encryption technology. The same discussion lead to talking about history of encryption tools in SQL Server. Michale pointed me to page 18 of his book of encryption. He explicitly gave me permission to re-produce relevant part of history from his book. 2011 Functions FIRST_VALUE and LAST_VALUE with OVER clause and ORDER BY Some time an interesting feature and smart audience make a total difference in places. From last two days, I have been writing on SQL Server 2012 feature FIRST_VALUE and LAST_VALUE. I created a puzzle which was very interesting and got many people attempt to resolve it. It was based on following two articles: Introduction to FIRST_VALUE and LAST_VALUE Introduction to FIRST_VALUE and LAST_VALUE with OVER clause I even provided the hint about how one can solve this problem. The best part was many people solved the problem without using hints! Try your luck!  A Real Story of Book Getting ‘Out of Stock’ to A 25% Discount Story Available This is a great problem and everybody would love to have it. We had it and we loved it. Our book got out of stock in 48 hours of releasing and stocks were empty. We faced many issues and learned many valuable lessons. Some we were able to avoid in the future and some we are still facing it as those problems have no solutions. However, since that day – our books never gone out of stock. This inspiring learning story for us and I am confident that you will love to read it as well. Introduction to LEAD and LAG – Analytic Functions Introduced in SQL Server 2012 SQL Server 2012 introduces new analytical function LEAD() and LAG(). This function accesses data from a subsequent row (for lead) and previous row (for lag) in the same result set without the use of a self-join . It will be very difficult to explain this in words so I will attempt small example to explain you this function. I had a fantastic time writing this blog post and I am very confident when you read it, you will like the same. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: Memory Lane, PostADay, SQL, SQL Authority, SQL Query, SQL Server, SQL Tips and Tricks, T SQL, Technology

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  • Trying to get MythTV working in Kubuntu 10.10

    - by user4109
    I'm trying to get MythTV working in Kubuntu. Unfortunately I've got the following problem: If I fire up the MythTV Frontend and select "Watch TV" a "Please wait..." label appears and after a while the screen falls back to the home screen. tail -f /var/log/mythtv/mythfrontend.log prints out the following: 2010-10-14 19:22:18.809 MythContext: Connecting to backend server: 127.0.0.1:6543 (try 1 of 1) 2010-10-14 19:22:18.811 Using protocol version 23056 2010-10-14 19:22:22.641 TV: Attempting to change from None to WatchingLiveTV 2010-10-14 19:22:22.641 MythContext: Connecting to backend server: 127.0.0.1:6543 (try 1 of 1) 2010-10-14 19:22:22.642 Using protocol version 23056 2010-10-14 19:22:22.715 Spawning LiveTV Recorder -- begin 2010-10-14 19:22:26.563 Spawning LiveTV Recorder -- end 2010-10-14 19:22:26.565 ProgramInfo(): Updated pathname '':'' -> '1005_20101014192226.mpg' 2010-10-14 19:22:26.569 We have a playbackURL(/var/lib/mythtv/livetv/1005_20101014192226.mpg) & cardtype(MPEG) 2010-10-14 19:22:33.070 RingBuf(/var/lib/mythtv/livetv/1005_20101014192226.mpg): Invalid file (fd -1) when opening '/var/lib/mythtv/livetv/1005_20101014192226.mpg'. 2010-10-14 19:22:33.072 We have a RingBuffer Then there is a whole bunch of those... 2010-10-14 19:22:33.186 RingBuf(/var/lib/mythtv/livetv/1005_20101014192226.mpg) error: Invalid file descriptor in 'safe_read()' ... before it falls back to the main menu. I've got a MSI TV@Anywhere Plus Tuner Card (Philips Semiconductors SAA7131/SAA7133/SAA7135 Video Broadcast Decoder). Any idea what could be the problem?

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  • Jumping Vs. Gravity

    - by PhaDaPhunk
    Hi i'm working on my first XNA 2D game and I have a little problem. If I jump, my sprite jumps but does not fall down. And I also have another problem, the user can hold spacebar to jump as high as he wants and I don't know how to keep him from doing that. Here's my code: The Jump : if (FaKeyboard.IsKeyDown(Keys.Space)) { Jumping = true; xPosition -= new Vector2(0, 5); } if (xPosition.Y >= 10) { Jumping = false; Grounded = false; } The really simple basic Gravity: if (!Grounded && !Jumping) { xPosition += new Vector2(1, 3) * speed; } Here's where's the grounded is set to True or False with a Collision Rectangle MegamanRectangle = new Rectangle((int)xPosition.X, (int)xPosition.Y, FrameSizeDraw.X, FrameSizeDraw.Y); Rectangle Block1Rectangle = new Rectangle((int)0, (int)73, Block1.Width, Block1.Height); Rectangle Block2Rectangle = new Rectangle((int)500, (int)73, Block2.Width, Block2.Height); if ((MegamanRectangle.Intersects(Block1Rectangle) || (MegamanRectangle.Intersects(Block2Rectangle)))) { Grounded = true; } else { Grounded = false; } The grounded bool and The gravity have been tested and are working. Any ideas why? Thanks in advance and don't hesitate to ask if you need another Part of the Code.

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  • LibGDX Boid Seek Behaviour

    - by childonline
    I'm trying to make a swarm of boids which seek out the mouse position and move towards it, but I'm having a bit of a problem. The boids just seem to want to go to upper-right corner of the game window. The mouse position seems influence the behavior a bit, but not enough to make the boid turn towards it. I suspect there is a problem with the way LibGDX handles its coordinate system, but I'm not sure how to fix it I've uploaded the eclipse project here! Also here are the relevant bits of my code, in case you see something obviously wrong: public Agent(){ _texture = GdxGame.TEX_AGENT; TextureRegion region = new TextureRegion(_texture, 0, 0, 32, 32); TextureRegion region2 = new TextureRegion(GdxGame.TEX_TARGET, 0, 0, 32, 32); _sprite = new Sprite(region); _sprite.setSize(.05f, .05f); _sprite_target = new Sprite(region2); _sprite_target.setSize(.1f, .1f); _max_velocity = 0.05f; _max_speed = 0.005f; _velocity = new Vector2(0, 0); _desired_velocity = new Vector2(0, 0); _steering = new Vector2(0, 0); _position = new Vector2(-_sprite.getWidth()/2, -_sprite.getHeight()/2); _mass = 10f; } public void Update(float deltaTime){ _target = new Vector2(Gdx.input.getX(), Gdx.input.getY()); _desired_velocity = ((_target.sub(_position)).nor()).scl(_max_velocity,_max_velocity); _steering = ((_desired_velocity.sub(_velocity)).limit(_max_speed)).div(_mass); _velocity = (_velocity.add(_steering)).limit(_max_speed); _position = _position.add(_velocity); _sprite.setPosition(_position.x, _position.y); _sprite_target.setPosition(Gdx.input.getX(), Gdx.input.getY()); } I've used this tutorial here. Thanks!

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  • Handling multiple Scene in AndEngine

    - by Asad
    I am Developing a game in AndEngine Gles2. I have splash scene, loading scene, menu scene and Level1 scene. I am using a Screen Manager to manage all scenes through which i can easily switch between splash, loading and menu scene, the level1 scene is also loaded from menu perfectly but problem occur when i go back to menu scene on the completion of level, screen turned to black and nothing shown after that. I think the problem is with unloading the resources of Level1 because the switching between other scene is perfect. I can't give complete code, as it is to much lengthy. I am using bitmapTexture region, Sprites, bodies, physics Word, hud and fixtures etc. here is my unload method.. 1 more thing when i loaded the menu scene at the end of level 1 screen turn to black, but the music played and all logs are showed in logcat which i set in menu scene. unload(){ setChildrenIgnorUpdate(); clearChildScene(); clearEntityModifier(); clearTouchAreas(); clearUpdateHandler(); BitmapTextureManager.getInstance().destroyInstance(); destroyPhysics(); } Please Any help...

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  • BizTalk - Removing BAM Activities and Views using bm.exe

    - by Stuart Brierley
    Originally posted on: http://geekswithblogs.net/StuartBrierley/archive/2013/10/16/biztalk---removing-bam-activities-and-views-using-bm.exe.aspxOn the project I am currently working on, we are making quite extensive use of BAM within our growing number of BizTalk applications, all of which are being deployed and undeployed using the excellent Deployment Framework for BizTalk 5.0.Recently I had an issue where problems on the build server had left the target development servers in a state where the BAM activities and views for a particular application were not being removed by the undeploy process and unfortunately the definition in the solution had changed meaning that I could not easily recreate the file from source control.  To get around this I used the bm.exe application from the command line to manually remove the problem BAM artifacts - bm.exe can be found at the following path:C:\Program Files (x86)\Microsoft BizTalk Server 2010\TrackingC:\Program Files (x86)\Microsoft BizTalk Server 2010\TrackingStep1 :Get the BAM Definition FileRun the following command to get the BAm definition file, containing the details of all the activities, views and alerts:bm.exe get-defxml -FileName:{Path and File Name Here}.xmlStep 2: Remove the BAM ArtifactsAt this stage I chose to manually remove each of my problem BAM activities and views using seperate command line calls.  By looking in the definition file I could see the names of the activities and views that I wanted to remove and then use the following commands to remove first the views and then the activities:bm.exe remove-view -name:{viewname}bm.exe remove-activity -name:{activityname}

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  • Firefox does not print flash content

    - by Rochelle
    I am using Firefox 3.6.15 on a Windows 7 Professional, 64-bit Operating System, Intel Core i7 CPU, 3.33GHz, 10BG RAM, by Hewlett-Packard. Firefox does not print flash content, aka swf objects, nor does it show them in the print preview pane...I want to print out the entire web page with the flash content. I seem to only be able to see flash and html content together in print preview and to print in IE8. I have tried to google this issue, but could not find a solution. I was trying to print preview/print out the following site: http://www.discovertheponds.com/. Flash content will display in print preview and print in IE8, but neither print preview or print in Firefox. I have also updated the Java on my computer to the most recent update, and ran the firefox plug-in checker at http://www.mozilla.com/en-US/plugincheck/ . I do run Firebug and Web Developer, but have currently disabled them. Is this problem on my end, meaning some issue with my computer...or is this because of how the website was programmed in HTML/Flash...or is this a bug with Firefox? I am a website designer and am also concerned that others will not be able print sites I develop or have already developed that have flash content from Firefox. I used to think Firefox was better than IE at everything. What happened here? Was it some change in Firefox's version that caused this problem?

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  • How to fix VMware Workstation 9 installation on ubuntu 12.10?

    - by Alessandro Belloni
    I have opened this thread because I upgraded to ubuntu 12.10 beta (kernel 3.5) and I have a problem with VMware Workstation 9: Unable to change virtual machine power state: Cannot find a valid peer process to connect to Does anyone have the same problem? This is a clean install of Ubuntu 12.10 (daily build). I installed VMware 9 and patched but it's not working. I can't patch correctly and get the things to build correctly. My laptop is a Lenovo T420 with Nvidia Optimus Technology. This message is shown when I try to apply the patch: Stopping VMware services: VMware Authentication Daemon done At least one instance of VMware VMX is still running. Please stop all running instances of VMware VMX first. VMware Authentication Daemon done Unable to stop services How can I stop the VMware services to apply the patch? This message is shown when I try to patch again: ./patch-modules_3.5.0.sh /usr/lib/vmware/modules/source/.patched found. You have already patched your sources. Exiting But VMware is not working, and I can’t uninstall.

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  • Seamless Mode Not Working Correctly in Virtual Box

    - by Jeremy
    I run Ubuntu Desktop in a VirtualBox seamless mode, hosted on Windows 7. I recently upgraded from 11.10 to 12.04 and seamless mode no longer works correctly. I have re-installed guest extensions. The problem is that the Ubuntu desktop wallpaper is shown, effectively blocking the Windows desktop. I can bring Windows apps to the foreground, but as soon as I bring any Ubuntu window to the foreground, all the windows apps will disappear, hidden by the ubuntu desktop even if I activated an Ubuntu window in a different monitor. So, it is not very much different from full-screen mode at this time. I suspect if I could turn off the Ubuntu desktop or wallpaper this would be a sufficient workaround (this is basically what Seamless mode is) but that does not seem to be possible within Ubuntu itself. [Jeremy doesn't specify system config, but I can confirm I'm seeing this behavior in Win 7 64-bit with both 32-bit and 64-bit guests. Giovanni sees the same thing on his laptop running Vista Ultimate 64 bit after upgrading his 32-bit guest to 12.04 (forums.virtualbox.org p225407, requires logging in with your free Oracle account). I was using vbox 4.1.14r77440 and matching Guest Additions. I upgraded to 4.1.16-78094 vbox+additions. Still a problem. And I filed launchpad bug 999929 to see if I can get feedback from developers. – tbc0] Any other ideas?

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  • Start daemon after specific samba share is mounted

    - by getack
    I have a homebrew headless NAS running 12.04. In it I have a bunch of disks that are presented as a samba share thanks to Greyhole. If I want to do anything to the files within this share, I must do it through greyhole so that everything is updated properly. Thus, the share must be mounted locally and then accessed from there if I want to work on the files from the local machine. I do this mounting automatically thanks to these instructions. I also have Deluge installed that takes care of all my torrenting needs. Deluge's default download location is in this share, so that all the downloads are immediately available to the rest of the network. Obviously for everything to work, the share must be mounted, otherwise Deluge is going to have a problem downloading to it. The problem is, it seems like Deluge is starting before the shares are mounted when the system boots. So downloading/seeding does not continue automatically after boot. I have to log in and force a manual rescan and start on each torrent otherwise all the torrents just hangs on the error. Is there a way I can make deluge start after the shares got properly mounted? I looked into Upstart's emits functionality but I cannot seem to get it to work properly. Any advice?

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  • Ubuntu 11.10 - How can i stop self-feedback-loop, coming directly from my microphone to speaker?

    - by YumYumYum
    I have microphone audio, which comes instantly to my speaker. I am using default pulseaudio and alsa from the package. I have tried to setup: 1) PA /etc/pulse/default.pa /etc/asound.conf $ ls analog-input-aux.conf analog-input-fm.conf analog-input-mic.conf analog-input-tvtuner.conf analog-output-desktop-speaker.conf analog-output-mono.conf analog-input.conf analog-input-front-mic.conf analog-input-mic.conf.common analog-input-video.conf analog-output-headphones-2.conf analog-output-speaker.conf analog-input.conf.common analog-input-internal-mic.conf analog-input-mic-line.conf analog-output.conf analog-output-headphones.conf iec958-stereo-output.conf analog-input-dock-mic.conf analog-input-linein.conf analog-input-rear-mic.conf analog-output.conf.common analog-output-lfe-on-mono.conf 2) ALSA in lsmod to make sure no loopback modules are loaded etc but none is resolving it. And there are many less information available on this. Has anyone similar problem solution in Ubuntu 11.10? (this problem i have resolved in Ubuntu 11.04 by replacing the default pulseaudio version to latest source from git, but while trying the same in Ubuntu 11.10 does not worked). Any tips please?

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  • Runaway version store in tempdb

    - by DavidWimbush
    Today was really a new one. I got back from a week off and found our main production server's tempdb had gone from its usual 200MB to 36GB. Ironically I spent Friday at the most excellent SQLBits VI and one of the sessions I attended was Christian Bolton talking about tempdb issues - including runaway tempdb databases. How just-in-time was that?! I looked into the file growth history and it looks like the problem started when my index maintenance job was chosen as the deadlock victim. (Funny how they almost make it sound like you've won something.) That left tempdb pretty big but for some reason it grew several more times. And since I'd left the file growth at the default 10% (aaargh!) the worse it got the worse it got. The last regrowth event was 2.6GB. Good job I've got Instant Initialization on. Since the Disk Usage report showed it was 99% unallocated I went into the Shrink Files dialogue which helpfully informed me the data file was 250MB.  I'm afraid I've got a life (allegedly) so I restarted the SQL Server service and then immediately ran a script to make the initial size bigger and change the file growth to a number of MB. The script complained that the size was smaller than the current size. Within seconds! WTF? Now I had to find out what was using so much of it. By using the DMV sys.dm_db_file_space_usage I found the problem was in the version store, and using the DMV sys.dm_db_task_space_usage and the Top Transactions by Age report I found that the culprit was a 3rd party database where I had turned on read_committed_snapshot and then not bothered to monitor things properly. Just because something has always worked before doesn't mean it will work in every future case. This application had an implicit transaction that had been running for over 2 hours.

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  • Why i can not load a simple pixel shader effect (. fx) file in xna?

    - by Mehdi Bugnard
    I just want to load a simple *.fx file into my project to make a (pixel shader) effect. But whenever I try to compile my project, I get the following error in visual studio Error List: Errors compiling .. ID3DXEffectCompiler: There were no techniques ID3DXEffectCompiler: Compilation failed I already searched on google and found many people with the same problem. And I realized that it was a problem of encoding. With the return lines unrecognized '\ n' . I tried to copy and paste to notepad and save as with ASCII or UTF8 encoding. But the result is always the same. Do you have an idea please ? Thanks a looot :-) Here is my [.fx] file : sampler BaseTexture : register(s0); sampler MaskTexture : register(s1) { addressU = Clamp; addressV = Clamp; }; //All of these variables are pixel values //Feel free to replace with float2 variables float MaskLocationX; float MaskLocationY; float MaskWidth; float MaskHeight; float BaseTextureLocationX; //This is where your texture is to be drawn float BaseTextureLocationY; //texCoord is different, it is the current pixel float BaseTextureWidth; float BaseTextureHeight; float4 main(float2 texCoord : TEXCOORD0) : COLOR0 { //We need to calculate where in terms of percentage to sample from the MaskTexture float maskPixelX = texCoord.x * BaseTextureWidth + BaseTextureLocationX; float maskPixelY = texCoord.y * BaseTextureHeight + BaseTextureLocationY; float2 maskCoord = float2((maskPixelX - MaskLocationX) / MaskWidth, (maskPixelY - MaskLocationY) / MaskHeight); float4 bitMask = tex2D(MaskTexture, maskCoord); float4 tex = tex2D(BaseTexture, texCoord); //It is a good idea to avoid conditional statements in a pixel shader if you can use math instead. return tex * (bitMask.a); //Alternate calculation to invert the mask, you could make this a parameter too if you wanted //return tex * (1.0 - bitMask.a); }

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  • Libgdx - 2D Mesh rendering overlap glitch

    - by user46858
    I am trying to render a 2D circle segment mesh (quarter circle)using Libgdx/Opengl ES 2.0 but I seem to be getting an overlapping issue as seen in the picture attached. I cant seem to find the cause of the problem but the overlapping disappears/reappears if I drag and resize the window to random sizes. The problem occurs on both pc and android. The strange thing is the first two segments atleast dont seem to be causing any overlapping only the third and/or forth segment.......even though they are all rendered using the same mesh object..... I have spent ages trying to find the cause of the problem before posting here for help so ANY help/advice in finding the cause of this problem would be really appreciated. public class MyGdxGame extends Game { private SpriteBatch batch; private Texture texture; private OrthographicCamera myCamera; private float w; private float h; private ShaderProgram circleSegShader; private Mesh circleScaleSegMesh; private Stage stage; private float TotalSegments; Vector3 virtualres; @Override public void create() { w = Gdx.graphics.getWidth(); h = Gdx.graphics.getHeight(); batch = new SpriteBatch(); ViewPortsize = new Vector2(); TotalSegments = 4.0f; virtualres = new Vector3(1280.0f, 720.0f, 0.0f); myCamera = new OrthographicCamera(); myCamera.setToOrtho(false, w, h); texture = new Texture(Gdx.files.internal("data/libgdx.png")); texture.setFilter(TextureFilter.Linear, TextureFilter.Linear); circleScaleSegMesh = createCircleMesh_V3(0.0f,0.0f,200.0f, 30.0f,3, (360.0f /TotalSegments) ); circleSegShader = loadShaderFromFile(new String("circleseg.vert"), new String("circleseg.frag")); shaderProgram.pedantic = false; stage = new Stage(); stage.setViewport(new ExtendViewport(w, h)); Gdx.input.setInputProcessor(stage); } @Override public void render() { .... //render renderInit(); renderCircleScaledSegment(); } @Override public void resize(int width, int height) { stage.getViewport().update(width, height, true); myCamera.position.set( virtualres.x/2.0f, virtualres.y/2.0f, 0.0f); myCamera.update(); } public void renderInit(){ Gdx.gl20.glClearColor(1.0f, 1.0f, 1.0f, 0.0f); Gdx.gl20.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT); batch.setShader(null); batch.setProjectionMatrix(myCamera.combined); } public void renderCircleScaledSegment(){ Gdx.gl20.glEnable(GL20.GL_DEPTH_TEST); Gdx.gl20.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA); Gdx.gl20.glEnable(GL20.GL_BLEND); batch.begin(); circleSegShader.begin(); Matrix4 modelMatrix = new Matrix4(); Matrix4 cameraMatrix = new Matrix4(); Matrix4 cameraMatrix2 = new Matrix4(); Matrix4 cameraMatrix3 = new Matrix4(); Matrix4 cameraMatrix4 = new Matrix4(); cameraMatrix = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f)).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix.mul(modelMatrix); cameraMatrix2 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(360.0f /TotalSegments) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix2.mul(modelMatrix); cameraMatrix3 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f), 0.0f - ((360.0f /TotalSegments)/ 2.0f) +(2*(360.0f /TotalSegments))).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix3.mul(modelMatrix); cameraMatrix4 = myCamera.combined.cpy(); modelMatrix.idt().rotate(new Vector3(0.0f,0.0f,1.0f),0.0f - ((360.0f /TotalSegments)/ 2.0f) +(3*(360.0f /TotalSegments)) ).trn(virtualres.x/2.0f,virtualres.y/2.0f, 0.0f); cameraMatrix4.mul(modelMatrix); Vector3 box2dpos = new Vector3(0.0f, 0.0f, 0.0f); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix2); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix3); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.setUniformMatrix("u_projTrans", cameraMatrix4); circleSegShader.setUniformf("u_box2dpos", box2dpos); circleSegShader.setUniformi("u_texture", 0); texture.bind(); circleScaleSegMesh.render(circleSegShader, GL20.GL_TRIANGLES); circleSegShader.end(); batch.flush(); batch.end(); Gdx.gl20.glDisable(GL20.GL_DEPTH_TEST); Gdx.gl20.glDisable(GL20.GL_BLEND); } public Mesh createCircleMesh_V3(float cx, float cy, float r_out, float r_in, int num_segments, float segmentSizeDegrees){ float theta = (float) (2.0f * MathUtils.PI / (num_segments * (360.0f / segmentSizeDegrees))); float c = MathUtils.cos(theta);//precalculate the sine and cosine float s = MathUtils.sin(theta); float t,t2; float x = r_out;//we start at angle = 0 float y = 0; float x2 = r_in;//we start at angle = 0 float y2 = 0; float[] meshCoords = new float[num_segments *2 *3 *7]; int arrayIndex = 0; //array for triangles without indices for(int ii = 0; ii < num_segments; ii++) { meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t = x; x = c * x - s * y; y = s * t + c * y; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; meshCoords[arrayIndex] = x+cx; meshCoords[arrayIndex +1] = y+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; t2 = x2; x2 = c * x2 - s * y2; y2 = s * t2 + c * y2; meshCoords[arrayIndex] = x2+cx; meshCoords[arrayIndex +1] = y2+cy; meshCoords[arrayIndex +2] = 0.0f; meshCoords[arrayIndex +3] = 63.0f/255.0f; meshCoords[arrayIndex +4] = 139.0f/255.0f; meshCoords[arrayIndex +5] = 217.0f/255.0f; meshCoords[arrayIndex +6] = 0.7f; arrayIndex = arrayIndex + 7; } Mesh myMesh = new Mesh(VertexDataType.VertexArray, false, meshCoords.length, 0, new VertexAttribute(VertexAttributes.Usage.Position, 3, "a_position"), new VertexAttribute(VertexAttributes.Usage.Color, 4, "a_color")); myMesh.setVertices(meshCoords); return myMesh; } }

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  • Ambiguation between multitouch geistures tap and free drag in Windows Phone 8 Emulator (Monogame)

    - by Moses Aprico
    I am making a 2d tile based tactic game. I want the map to be slided around (because it's bigger than the screen) with FreeDrag (It's perfectly done, the map can moved around, that's not the problem). And then, I want to display the character's actions, everytime it's tapped. The problem then appeared. Everytime I want to FreeDrag the map, the Tap trigger always fired first before the FreeDrag one. Is there any way to differ the map sliding than the character tapping? Below is my code. while (TouchPanel.IsGestureAvailable) { GestureSample gesture = TouchPanel.ReadGesture(); switch (gesture.GestureType) { case GestureType.FreeDrag: { //a } break; case GestureType.Tap: { //b } break; } } Every time I first want to free drag (at the first touch), it always goes to "b" first (see commented line above), and then to "a" rather than immediately goes to "a". I've tried flick, but it seems the movement produced by flick is too fast, so freedrag fits the most. Is there any way or workaround to perform FreeDrag (or similar) without firing the Tap trigger? Thanks in advance.

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  • Keyboard input system handling

    - by The Communist Duck
    Note: I have to poll, rather than do callbacks because of API limitations (SFML). I also apologize for the lack of a 'decent' title. I think I have two questions here; how to register the input I'm receiving, and what to do with it. Handling Input I'm talking about after the fact you've registered that the 'A' key has been pressed, for example, and how to do it from there. I've seen an array of the whole keyboard, something like: bool keyboard[256]; //And each input loop check the state of every key on the keyboard But this seems inefficient. Not only are you coupling the key 'A' to 'player moving left', for example, but it checks every key, 30-60 times a second. I then tried another system which just looked for keys it wanted. std::map< unsigned char, Key keyMap; //Key stores the keycode, and whether it's been pressed. Then, I declare a load of const unsigned char called 'Quit' or 'PlayerLeft'. input-BindKey(Keys::PlayerLeft, KeyCode::A); //so now you can check if PlayerLeft, rather than if A. However, the problem with this is I cannot now type a name, for example, without having to bind every single key. Then, I have the second problem, which I cannot really think of a good solution for: Sending Input I now know that the A key has been pressed or that playerLeft is true. But how do I go from here? I thought about just checking if(input-IsKeyDown(Key::PlayerLeft) { player.MoveLeft(); } This couples the input greatly to the entities, and I find it rather messy. I'd prefer the player to handle its own movement when it gets updated. I thought some kind of event system could work, but I do not know how to go with it. (I heard signals and slots was good for this kind of work, but it's apparently very slow and I cannot see how it'd fit). Thanks.

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  • How to Make Your Verizon FIOS Router 1000% More Secure

    - by The Geek
    If you’ve just switched to Verizon FIOS and they’ve installed the new router in your house, there’s just one problem: it’s set to use lousy WEP encryption by default, instead of the much more secure WPA2. Here’s how to fix it. The problem with WEP encryption is that it can be cracked really easily—a skilled hacker can do it in a few minutes, and even an unskilled geek can do it in just a little more time with the right tools. Once they’ve done that, they can leech off your internet connection and do anything they want—including illegal stuff coming from your network. Note: if you are using an old Nintendo DS connected to the internet, they usually only support WEP encryption, so you may not want to do this Latest Features How-To Geek ETC The Complete List of iPad Tips, Tricks, and Tutorials The 50 Best Registry Hacks that Make Windows Better The How-To Geek Holiday Gift Guide (Geeky Stuff We Like) LCD? LED? Plasma? The How-To Geek Guide to HDTV Technology The How-To Geek Guide to Learning Photoshop, Part 8: Filters Improve Digital Photography by Calibrating Your Monitor The Spam Police Parts 1 and 2 – Goodbye Spammers [Videos] Snow Angels Theme for Windows 7 Exploring the Jungle Ruins Wallpaper Protect Your Privacy When Browsing with Chrome and Iron Browser Free Shipping Day is Friday, December 17, 2010 – National Free Shipping Day Find an Applicable Quote for Any Programming Situation

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  • Keyboard locking up in Visual Studio 2010, Part 2

    - by Jim Wang
    Last week I posted about looking into the keyboard locking up issue in Visual Studio.  So far it looks like not a lot of people have replied to provide concrete repro steps, which confirms my suspicion that this is somewhat of a random issue. So at this point, I have a couple of choices.  I can either wait for somebody in the community to provide a repro of the problem that I can reliably run into, or I can do the work myself. I’m going to do both, so while I’m waiting for more possible bug reports, I’m going to write a tool that models the behavior of a typical Visual Studio user and use that to hopefully isolate the problem. I’ve chosen to go with this path since given the information in the bug reports, it seems people hit the issue with many different configurations in many different scenarios.  This means that me sitting down without any solid repro steps is likely not going to be a good use of time.  Instead, I’m going to go with a model-based testing approach where I will define a series of actions that a user in VS can do, and then proceed to run my model.  I’ll let you guys know how this works out for isolating bugs :) I’m using an internal tool for the model engine and AutoIt for the UI automation (I want something lightweight for a one-off).  One of the challenges will be getting feedback: AutoIt is great at driving, but not so great at understanding what success and failure means.

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  • Apache2's recursive directory permission requirement

    - by Sn3akyP3t3
    The experience I've had thus far is from Ubuntu 10.04 and 12.04 64 bit OS so if there are other OS differences I'd like to know if this is an OS specific problem or not. The issue I've experienced is mostly confusion. Once the cause of the problem is identified and corrected there are no further related problems experienced. The symptom is Error 403 forbidden. Typically the cause is attempting to use a directory other than /var/www/ for content. The cause is simply permissions, but its puzzling why the required permissions must persist from at least one level deeper than root onward till the current working directory where the content is stored. For example: Alias /example/ "/home/user/permissions/can/be/confusing/with/apache/" <Directory /home/user/permissions/can/be/confusing/with/apache/> Options FollowSymLinks MultiViews AllowOverride None Order allow,deny Allow from all </Directory> With www-data being the user that spawned apache and "user" being a member of the www-data group. Thus, if ownership of /home/user/* is user:user then all that is necessary to display content with apache is permssions of read and execute. So d---r-x--- should suffice, but for practical purposes I'm using drwxr-x--- for most. However, if all directories /home/user/* are permissions of drwxr-x-- and /home/user/ itself has permissions of drwx------ then content will always fail with error 403. This is strange because it doesn't follow what I would consider traditional logic of permissions which should only be applicable to the current working directory or a particular file in that directory and not any directory further back in the chain. Is this by design or is it a bug?

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  • Collision Detection Code Structure with Sloped Tiles

    - by ProgrammerGuy123
    Im making a 2D tile based game with slopes, and I need help on the collision detection. This question is not about determining the vertical position of the player given the horizontal position when on a slope, but rather the structure of the code. Here is my pseudocode for the collision detection: void Player::handleTileCollisions() { int left = //find tile that's left of player int right = //find tile that's right of player int top = //find tile that's above player int bottom = //find tile that's below player for(int x = left; x <= right; x++) { for(int y = top; y <= bottom; y++) { switch(getTileType(x, y)) { case 1: //solid tile { //resolve collisions break; } case 2: //sloped tile { //resolve collisions break; } default: //air tile or whatever else break; } } } } When the player is on a sloped tile, he is actually inside the tile itself horizontally, that way the player doesn't look like he is floating. This creates a problem because when there is a sloped tile next to a solid square tile, the player can't move passed it because this algorithm resolves any collisions with the solid tile. Here is a gif showing this problem: So what is a good way to structure my code so that when the player is inside a sloped tile, solid tiles get ignored?

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  • Unable to Install VirtualBox Due to Missing Kernel Module

    - by SoftTimur
    I am trying to install VirtualBox on my Ubuntu. I first tried to sudo apt-get install virtualbox-ose in a terminal, but after the configuration step, it fails with an error: No suitable module for running kernel found When proceeding with starting virtualbox, I get this error: WARNING: The character device /dev/vboxdrv does not exist. Please install the virtualbox-ose-dkms package and the appropriate headers, most likely linux-headers-generic. You will not be able to start VMs until this problem is fixed. So I tried the package from http://www.virtualbox.org/, but starting VirtualBox fails with: WARNING: The vboxdrv kernel module is not loaded. Either there is no module available for the current kernel (2.6.38-8-generic-pae) or it failed to load. Please recompile the kernel module and install it by sudo /etc/init.d/vboxdrv setup You will not be able to start VMs until this problem is fixed. So I ran sudo /etc/init.d/vboxdrv setup, but it fails too: * Stopping VirtualBox kernel modules [ OK ] * Uninstalling old VirtualBox DKMS kernel modules [ OK ] * Trying to register the VirtualBox kernel modules using DKMS Error! Your kernel headers for kernel 2.6.38-8-generic-pae cannot be found at /lib/modules/2.6.38-8-generic-pae/build or /lib/modules/2.6.38-8-generic-pae/source. * Failed, trying without DKMS * Recompiling VirtualBox kernel modules * Look at /var/log/vbox-install.log to find out what went wrong The contents of /var/log/vbox-install.log. As I am stuck, I also tried to install kernel-devel with yum, still fruitless: root@ubuntu# yum install kernel-devel Setting up Install Process No package kernel-devel available. Nothing to do Now I've no idea how to correct this. Any ideas?

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  • Minecraft-style player-gound collision detection

    - by khyperia
    The title pretty much says it all... (Minecraft is a game consisting of evenly-spaced cubes for terrain, like voxels) Note: I am using C# XNA. I am pretty sure AABB is the way to go, yet I don't know how to implement it. I admit, I'm almost looking for code, but theories/ideas are very welcome. Important capabilities of my code: I have a function that can get a block anywhere in the world, and get a BoundingBox for that cube. Hence, I have created a BoundingBox for the player to collide with those cubes. My idea was to get the blocks around the player (maybe 4x6x4) and test against those. The problems I have been having: Say the world is a flat plane. If I use the method of go the shortest distance out, then if the player is slightly clipped into the ground (from gravity), but even slighter into the next block over, then the player will be pushed sideways (and so cannot walk along ground). Of course, this is assuming I react to every block intersected. Another problem is knowing which direction to go (aka negative x or positive). That takes me to my final problem- Getting the amount of intersection, in the correct direction (+ or -) has been tough for me. I hope I haven't been too hard to understand, I'm not too good at explaining things... And if this question has already been asked, I'm sorry, I looked for it... for 3 days straight. One last thing, if someone knows exactly how minecraft does it, or has source (I know MC modders have the source, how else would they mod), please point me to it.

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  • What do you think are the biggest software development issues, in small to medium businesses?

    - by Ron-Damon
    Hi, I own a small software development company that developes Web software to other small and medium companies in Chile. The business process is very complex and it is hard to stablish where to put the efforts to make our company better, more efficient, and give better solutions. I'm also a TI master's degree student and i'm making a paper about this subject, so any help would be great to help my company and my paper. I have considered 3 areas for the problems: 1) Software development problems 2) Web development problems 3) Small and Medium companies problems I don't know about you, but at least this "business formula" in Chile has not received very much support but it is getting better, but today my company is far from being self-sufficient. UPDATE: Thanks guys for your support so far, i'm updating because i have somewhat enough information so i decided to go deeper within the subjects, wish i would like you to consider for your next answers/commentaries on the subject: 1) Software development problems (3) 1.1 Incomplete problem picture 1.2 Useless delivered software 1.3 Unrealistic or inadequate schedule 2) Web development problems (3) 2.1 Apparently non-viable implementation 2.2 Unefficient module construction design 2.3 Reduced result system inter-operability 3) Small and Medium companies problems (3) 3.1 Very specific, but narrowed requerired system characteristics 3.2 Developed system is not used 3.3 Positivist demand for activities in project execution There are only 3 problems for category, to deliberately keep a thiner scope. Also, i have considered that it would have been apropiated to separate the third clasification on two, but won't be doing it just now: 3) Small and Medium software developement providers problems 4) Small and Medium software developement clients problems In that case, i think i would have made the scope of the problem wider and it is not what i want to do now, until at least i'm very trough with the other two clasifications. What you think?

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